mariner shiphandling

Transcription

mariner shiphandling
PAINTED SHIP UPON A PAINTED OCEAN:
Facilitation and Practical Competency Assessntent ofShiphandling Skills
Captain Cynthia Smith, USMM, USMS
Department ofMarine Transportation, United States Merchant Marine Academy
Kings Point, New York, 11024 USA
smithc@usmma.edu
I hear, I forget. I see, I remember.
I do, and I understand.
--- Ancient Chinese Proverb
Abstract
This paper will provide an overview of the three types of simulators employed during the Shiphandling /
Seamanship course offered at the United States Merchant Marine Academy, discuss the virtues and limitations of
each in the facilitation process, and provide techniques for competency assessment. Examples of the course
practical training exercises and critique of each methodology will be presented. The paper will offer observations
between the employment of simulation and the use of training vessels for the dissemination of practical shiphandling
skills. In conclusion, the paper will confer the relevance of the use of simulators as an integral part of experiential
learning and reinforce the importance of the facilitation and practical competency assessment of shiphandling using
a painted ship upon a painted ocean.
1. Introduction
Marine simulation, when used in conjunction with other training methodologies, provides an effective mechanism
for dissemination of the physics of shiphandling theory. The mariner s ability to apply the abstract concepts in real
time scenarios transcends vector analysis to become the art of shiphandling. IMO/STCW addresses specific
competency assessments with respect to ship officer certification. Historically, the Shiphandling/Seamanship course
offered at the United States Merchant Marine Academy did not provide for evaluation of midshipmen through
practical competency assessment of these mariner skills. Moreover, simulation was not traditionally used in the
facilitation process to demonstrate ship behavior.
With the advent of IMO model courses and implementation of STCW competency assessment, the
Shiphandling/Seamanship course offered to midshipmen at the United States Merchant Marine Academy has been
redesigned to employ practical demonstration, performance evaluation, and assessment. Part-task simulators, full
mission simulators, small vessels, and the training ship are used to facilitate the understanding of ship manoeuvring
concepts. Because shiphandling training is fundamentally task oriented, marine simulation or actual shipboard
training is requisite to the facilitation process. Practical mariner assessment of shiphandling skills, to be
successfully objective and quantitative, should be executed in a controlled environment such as the simulator
provides.
2. USMMA Simulators
One full mission simulator (CAORF) and two part task simulators (RADAR NMS-90 and PortSim) are currently
employed at the United States Merchant Marine Academy (USMMA) for the facilitation of practical shiphandling
skills.
2.] CAORF
CAORF (Computer Aided Operations Research Facility) was
installed at the USMMA in 1975. Since that time of room-sized
mainframe computers, the CAORF simulator has evolved to the
state of the art full mission simulator it remains today. In the
summer of 2000, the simulator underwent another upgrade to the
Polaris system of Norcontrol. Modern navigation units and
realistic ship interactions are a part of this new system.
2.1.1 CAORF Advantages
Any full mission simulator, such as CAORF, offers a number of
advantages over a part task simulator or a training vessel for the
facilitation of practical shiphandling skills. By removing the
instructor from the bridge of the ship, the midshipmen are
afforded complete immersion in the scenario. The perceived safety net is removed and the students are allowed to
carry the exercise to its ultimate outcome, whether their commands result in collision, allision, or grounding. The
midshipmen are directly accountable for their bridge team decisions and are able to observe the final outcome of
their actions. The process lends validity to the lesson. A statement from an instructor, such as, If we had not
altered course at this point, we would have had a collision with the crossing vessel, becomes unnecessary as the
team is able to observe the consequences of their choices. Newest versions of full mission simulator provide for a
playback of the scenario so that a chain of error may be easily identified and followed during a debrief. Essentially,
the full mission simulator allows the bridge team to fail an operation, or, stated in the positive sense, the simulator
provides for maximum learning opportunity as the ship experiences a grounding or collision.
Generally, the use of the simulator is reserved for upperclassmen at the USMMA -- those having had some
experience at sea aboard real ships. Having stood on the bridge of a ship, these midshipmen are less likely to
perceive the simulator as a video game and so bestow upon it serious respect. Anyone doubting the validity of the
aforementioned has not witnessed the deflated egos, shaky hands and voices, and almost tears as a watch team is
debriefed following a less than stellar performance. Ship officers will remember the first time they made a solo
decision, albeit minor, such as altering course for traffic. How carefully did he or she check the grease pencil
rendition of the other ship s resultant RM line, check the trial maneuver on the ARPA, or replot the vessel s
position? Midshipmen, and freshly minted officers, share a fear of having the conn. Simulators assuage this
anxiety. Each ship master clearly remembers their first command - first maneuvering, first time they were called to
the bridge at 0300, etc. This feeling of command is perhaps the most important element imparted to the marginally
experienced midshipman, albeit intangible and nonquantifiable. All prior experience has probably been that of an
observer - a requisite stage in the learning process. The next stage is necessarily learning by doing - the
experiential environment that the simulator provides.
CAORF provides a number of clear advantages with respect to both qualitative and quantitative assessment of
mariner skills requisite to successful shiphandling. Once developed, the same exercise may be utilized for multiple
assessments. Conversely, the instructor is easily able to alter a scenario efficiently before or during a run. Traffic
may be changed or other elements altered according to bridge team responses. Especially relevant to shiphandling
training and assessment, the own ship· model may be changed for comparison purposes. After initial scenario
development, preparation time is relatively short. Shjphandling elements such as ship interaction, squat, bank
cushion, suction and the resulting sheer will be easily demonstrable. Each run may be recorded and played back
during a class debrief.
2.1.2 CAORF Disadvantages
Operation of the CAORF simulator is both time and labor intensive. The capstone course, Bridge Team
Management, offered at the USMMA, is taught exclusively with the use of the simulator. The course is well
planned with respect to both time and student to teacher ratio. One instructor and one computer operator work in
tandem to operate the simulator for each bridge team of four midshipmen. Each scenario runs for approximately one
hour and is followed by an extensive debrief, facilitated by same the instructor. As this course was designed for the
simulator, its rendition is consistently excellent.
Conversely, the Shiphandling / Seamanship course offered at the USMMA is assigned thirty midshipmen to one
instructor and one assistant. During the laboratory, a two-hour period, five midshipmen are in the simulator during a
twenty to thirty minute scenario while the twenty-five others in the section stand by to rotate through the simulator.
The assistant handles these twenty-five midshipmen. There is neither time nor instructor available for the debrief,
which should, for optimum corroboration, be given immediately following the simulation. A brief discussion on
how these challenges were allayed will be provided later in this paper.
2.2 PORTSIM@
The Marine Transportation Department of the USMMA also
employs a part task simulator, PortSim, developed by SSPA
Maritime Consulting of Gr teborg, Sweden. The PC based
simulator presentation is bird s eye view and may be
displayed in true motion, relative motion, head or north up.
The ship models are based on mathematical modeling, tank
model testing, and full-scale correlation; and therefore
accurately describe the many vessel hydrodynamic behaviors
in four degrees of freedom. A few of the features include:
current and shallow water effects, bank, quay and squat
effects, wind effects including lees from buildings, escort
towing, eight winches for mooring, accurate underwater
topography, dynamic position predictor, replay function,
result file for storing of parameters.
2.2.1 PORTSIM Advantages
Part task, PC based simulation systems, such as PortSim, offer a number of advantages to full mission simulators. A
first quality, interactive, multi station PC based simulator may be acquired for under $] 00,000.00 (USO), whereas
installation of a first quality full mission simulator may easily cost $2,000,000.00 (USO). Often these simulators
require major architectural alterations to existing classrooms or offices, a new wing, or dedicated building. Beyond
the obvious monetary and space considerations, part task simulators offer a number of advantages to the full mission
alternative.
PortSim 4.0 includes fifteen student stations and one instructor station. The system permits a section of thirty
midshipmen to work in pairs during a two-hour laboratory. Alternatively, half of the class, fifteen midshipmen, may
work solo. The low student to simulator ratio affords increased training time for each individual. The student
necessarily makes his or her own maneuvering decision and views the direct outcome of that action. Recorded
observations, outcome analysis and assessment are also individual. With respect to shiphandling facilitation, this is
also important when training differing personality and learning types.
Part task simulators allow the instructor to easily develop a lesson isolating a single competency or shiphandling
factor for study. Outputs such as drift angle, turning rate, set and drift provide the data for quantitative analysis
during report and debrief. The bird s eye view divulges outcomes not as readily apparent from the bridge
perspective of the full mission simulator. Definition and relevancy of factors such as drift angle are clearly
apparent. Although a student may be able to memorize a textbook definition of terminology such as advance,
transfer, tactical diameter, final diameter, the lexis is often without the marked significance revealed by a dynamic
rendition. Real time maneuvers, such as the shallow water turning circle of a VLCC, are extremely time consuming.
Observations of isolated tasks, such as turning circles, were challenging to the patience of even the most attentive
students. The part task simulator provides for observation of maneuvers in a compressed time mode, relieving the
tediousness of the real time renditions. Additionally, if adjacent monitors are programmed to execute similar tasks,
those with one factor altered, the result is readily apparent. For example, while one station is programmed to have a
VLCC execute a turning circle in deep water, and the adjacent station is set up to have the same VLCC execute the
turning circle in shallow water. Part task simulators, such as PortSim, generally provide a wider variety of own
ships, thereby increasing the potential for comparison study. For example, the same turning circle described above
yields quite different results when executed with a container ship.
In the shiphandling course at the USMMA, midshipmen are asked to present results to the class as a part of the
facilitation process. The part task simulator permits the midshipmen to save and play back their shiphandling
experiments. The dissemination of the individuals results to the group reinforces basic concepts studied by
reinforcing the individuals outcomes. Part task simulators such as PortSim provide the best venue for several
practical competency assessments, as are compulsory with the recent implementation of STCW requirements. A
midshipman s ability to successfully complete a shiphandling task is not dependent upon the performance of others
on the bridge team or on another ship, as is the case with the current assessment methodology.
Further, the
assessment may be completed on a singular basis, without requirement of a watch team to execute the task. A
further comparison of test beds for competency assessments is discussed in the section Assessment ofShiphandling
Skills, later in this paper.
2.2.2 PORTSIM Disadvantages
By definition, part task simulators do not provide the immersion experience of the full mission simulator. Although
PortSim is extremely effective in the isolation and dissemination of the physics of shiphandling theory, the system
does not provide the command experience of the bridge. Danger of a video game mentality approach to PC
based simulators is a risk when midshipmen have little bridge experience. Proper introduction of the simulator as a
serious teaching tool and presentation of its utility for competency assessment should preclude this attitude. For this
reason, use of the simulator should be reserved for those with some shipboard experience, such as upperclassmen, as
this familiarity will lend validity to the own ship responses.
2.3 NavSim NMS-90 Norcontrol Simulator
The NavSim NMS-90 MK III Simulator is a Norcontrol part
task simulation system that provides radar input in the form
of several port databases. It has applicability as a
shiphandling simulator through the blind bridge
maneuvering of up to twelve own ships in the radar
laboratory. Accurate ship model behavior is included in the
system to afford students experience in ship maneuvering.
The instrumentation on the own ship bridges is modeled
after ship equipment to give trainees the best possible
illusion of operating an actual ship. The system is
interactive, i.e., each of six stations (own ships) tracks five
other vessels on the screen and may maneuver as requisite to
avoidance of collision.
2.3.1 NavSim NMS-90 Simulator Advantages
The radar simulator is state of the art for instruction of radar plotting, navigation, and ARPA training. It has limited
but valuable use in the promulgation of shiphandling theory and practical competency assessment. Currently, it is
the only simulator at the USMMA with which bank effects and ship interaction may be demonstrated. For this
reason, it is used as the assessment method for the ship interaction competency required by STCW. Details of the
evaluation procedure will be reviewed in the section, Assessment of Shiphandling Skills. A feature unique to the
NMS-90 simulator, as compared to other simulators in use at the USMMA, is in the fact that there are essentially
twelve own ships. Each of the student stations is interactive with five others, permitting realistic meeting, crossing
and overtaking situations between the vessels.
2.3.2 NavSim NMS-90 Simulator Disadvantages
The radar simulator stations are essentially blind bridges, with electronic equipment including an echo sounder,
helm, bow thruster, engine controls, and VHF radio. During the exercise, the midshipmen determine the ship s
position by radar and plot same. Given that there is no visual output excepting the radar screen, the midshipmen do
not gain the benefit of visual orientation. Much of effective shiphandling is executed in response to visual
orientation; consequently, the sense of immersion is deficient. Although the shiphandling exercise developed
specifies that the ship is in dense fog, the midshipmen do not maintain the sense that they are conning a real vessel
as with a full mission simulator such as CAORF.
3. USMMA Training Vessels
The USMMA Department of Waterfront Activities maintains several vessels for midshipman training. The vessels
utilized specifically for shiphandling practice are described in the following subsections.
3.1 Small Boats: POSEIDON and GROWLER
3.1.1 POSEIDON
The Poseidon is a thirty-two foot former U.S. Coast Guard fireboat. The vessel has twin Caterpillar 3208 high
speed diesel engines, 200 SHP each. She has two small unbalanced spade rudders. She has a wheel and throttle
control of the engines in a small wheelhouse. The open deck can accommodate ten midshipmen for training
purposes.
The Poseidon is easily maneuverable and is best for demonstration of twin-screw shiphandling
techniques. Her rudders are fairly ineffective at slow speeds and when going astern.
3.1.2 GROWLER
The Growler is a sixty-five foot former U.S. Coast Guard ice breaking yard tug - 5 _ foot draft and 74 ton
displacement. She is single screw (60 inch diameter, 39 inch pitch), with a maximum speed of ] 0.5 knots. Her
main engine is Caterpillar D375, 400 SHP at ]250 RPM. The control of the engine is from the pilot house. She has
a single large balanced rudder. Although her pilot house is small for instructional purposes, she can accommodate
forty passengers or sleep seven on short voyages. The bow is unconventional in that it possesses a sharp break and
dead rise in the keel line for ice breaking purposes. The hull is fitted with rub rails and a resilient bumper at the
sides, useful to student drivers. The Grmvler is very responsive to both rudder and screw, and is the best vessel in
the USMMA fleet for demonstrating single screw maneuvering.
3.2 Training Ship: T/V KINGS POINTER
The T/V Kings Pointer (ex USNS Contender) is a former
U.S. Naval TAGOS class ocean surveillance vessel. She has
a 224 foot length overall, 43 foot beam, 15 foot design draft,
and has a displacement of 1,914 tons. She is diesel electric;
the four main engines are Caterpillar D398TA, 970 HP, the
four main generators are Kato 600 Kw, 600 VAC, 3 phase,
and the two main propulsion motors are General Electric 800
HP. Her twin screws are inboard tuming, 4 bladed, 8 foot
diameter, 8_ foot pitch. The two rudders are semi balanced
spade with a deflection of 0°°_ 45°. She also has a bow
thruster: 4 bladed, fixed pitch, 48 inch tunnel, 550 HP
Harbormaster. The Kings Pointer requires a Master, a Chief Engineer, and an Able Seaman for crew on short
voyages (under] 2 hours), and a Master, three Mates, three A.Ss, a Chief Engineer, and an Assistant Engineer and
thee QMEDs for longer voyages. She may carry a maximum of 115 persons on short voyages and 30 total aboard
on extended voyages. She is limited by her draft to sailing on the high tides, which occur diumally at Kings Point,
where she is berthed. The Kings Pointer makes three extended voyages each year, during the fall, spring, and
summer holidays. In addition, she frequently makes short weekend voyages to nearby ports and ovemight cruises to
nowhere for plebe orientation on Long Island Sound. The Kings Pointer is the best training platform for practical
watchstanding and shiphandling at the USMMA, but time, cost, weather, manning, and belihing limitations
somewhat restrict her use. A very short training voyage, one commencing two hours before high tide and retuming
two hours after high tide, bums about 280 gallons of fuel. Even a short voyage is disruptive to the daily class
schedule, especially when it must be organized around the tidal cycle rather than the academic day. During a recent
term, a single planned four hour voyage for shiphandling and navigation practice had to be rescheduled four times
owing to weather considerations. Longer voyages, those spanning one full tidal cycle, are often executed ovemight.
These trips consume about 840 gallons of fuel, require meals, and usually require additional officers and crew. One
twelve-hour trip costs roughly $2500.00 (USD). The ten-day voyages, taken three times yearly, cost roughly
$25,000.00 (USD) per voyage.
3.3 Advantages of Using Vessels for Shiphandling Training and Assessment
When a person leams to ride a bicycle, the process is first by observation then by emulation. Rarely is the neophyte
cyclist cognizant of the physics of gyroscopic inertia required to successfully balance on two wheels. Some of the
best ship handlers in the world have little formal education. These fishermen and supply boat captains cannot
explain transverse thrust or Bernoulli s Principle, yet all can handle a vessel adeptly. They have mastered the art of
shiphandling.
Experiential learning is the process of learning through doing initially, then studying the theory subsequently. As
an example of experiential learning, this Master Mariner handled vessels beginning with small boats at the age of
six. The physics and theory of shiphandling were not conveyed until years later during academy advanced
seamanship courses. Small craft training aboard boats most directly emulates the experiential learning process. On
the small boats, the midshipman must handle the vessel and can directly see and feel her responses to each
maneuver. He or she learns empirically - through direct observation followed by trial and error. Most significantly,
the student experiences the responsibility of a real conn, with all of the feelings of fear and accomplishment that
ensue. On the larger vessel, the TIV Kings Pointer, ship characteristics such as advance, slow response time of
engine, continued· swing after the command amidships, and heel of the vessel after she is put hard over lend
validity to instruction. As the midshipmen learn by doing, the validation through class briefings becomes
exponential.
3.4 Disadvantages of Using Vessels for Shiphandling Training and Assessment
Ultimately, the objective of a practical shiphandling course is mastery of those skills aboard a real craft. Using a
simulator for dissemination of shiphandling skills, however, has a number of marked advantages over the use of
small boats for the same purpose. The cost analysis of deploying the training vessel Kings Pointer has already been
reviewed. Although she is the most expensive, the smaller vessels have fuel and maintenance considerations as
well. Operation of all of the vessels is weather dependent, with wind, tide, precipitation, ice, and temperature of
significance. All of the vessels are time and labor intensive with respect to the hands on training opportunities. In
the case of the Kings Pointer, often the midshipmen necessarily miss other classes to sail aboard. In a recent term,
over one hundred midshipmen were registered for the shiphandling course at the USMMA. Provision of quality
time for each student at the conn of the ship would have been time prohibitive. Moreover, use of the vessels for
assessment is not only time prohibitive but possibly dangerous. The midshipmen are tested for shiphandling
competency. For example, would a prudent mariner place a possibly incompetent student at the conn of a vessel to
determine skill in compensating for narrow channel interaction an assessment required by required by STCW?
Further, there are numerous uncontrollable factors, such as weather or oncoming traffic. Such major factors not
under control of the examiner might also serve to undermine the validity and reliability of the assessment
mechanism.
4. Assessment of Shiphandling Skills
The 1995 Amendments to the Standards of Training and Competency of Watchkeepers (STCW 95) mandate
performance based competency assessment. Performance measures are observable actions or consequences of those
actions that can be recorded or quantified. Performance based testing may be successfully accomplished through
simulation or ship operations. The 1997 report, Mariner Qualifications and Training - Pe/iormance Based Test
Development, affirms that simulators provide a convenient, cost effective, and consistent means of controlling the
operational conditions under which competencies may be demonstrated (McCallum, et. aI., 1997). The report
emphasizes that successful assessment testing must be both reliable and valid. Reliable tests are defined as those
that yield consistent results when repeated - the environment which a simulator provides. Please refer to the
example Portsim Turning Circles Laboratory and corresponding competency assessment in the Appendix of this
paper.
With respect to shiphandling competency, STCW 1995 (STCW TABLE A-IlI1, Specification of minimum standard
of competence for officers in charge of a navigational watch on ships of 500 gross tons or more. ) specifies that a
mariner demonstrate a knowledge of squat, shallow water and similar effects in maneuvering a ship. Historically,
Testing for this competency assessment was accomplished
using the NMS-90 simulator in the radar laboratory. The
midshipmen were assigned to ships meeting in a narrow
channel. To accomplish the assessment objective, the two
ships were required to successfully meet in the channel.
To demonstrate proficiency, the midshipmen were
required to score a grade of 70 or higher according to the
following quantitative assessment criteria:
retake
grounding
retake
colIision
- 10 points
on wrong side of channel.
- 20 points
hit buoy
- 20 points
sheer
A testing limitation was revealed upon actual execution of these procedures in the NMS-90 simulator: if one team
made an error, such as sheering into the oncoming vessel, both teams consequently failed the test according to the
grading criteria set forth in that initial outline. A more reliable testing methodology was developed using the
PortSim part task simulator: the instructor preconfigures the meeting vessels, thereby yielding more consistent
testing results. The POliSim simulator was also used to generate shallow water, bank effects, wind and current in
laboratory. The midshipmen are tested for competencies involving compensation for these additional externalities
as is also required by STCW 95.
The second criteria outlined by the 1997 report states that
a test must also be valid, i.e., related to performance in
the real world. In theory, the optimum means of real
world assessment would be aboard a vessel. However, as
previously stated, any prudent mariner would not put
their vessel in harnl sway - such as meeting in a narrow
channel with a cadet at the conn might exemplify. In
addition, real world testing such as a vessel provides is
not easily repeatable or consistent with respect to testing
conditions.
4. Conclusions
... using the language of knowledge is no proof that
they possess it. --- Aristotle, 4th Century, RC.
The importance of experience, i.e., learning by doing,
has been valued through the millennia. Aristotle believed that theory was not truly understood until a person had the
ability to apply it. Lecturers of shiphandling may expound upon the physics of shiphandling theory, but the lessons
will remain unlearned until reinforced by practical demonstration and emulation. Practice with real vessels would
appear to be the logical solution. The actual use of vessels for shiphandling training and assessment, however,
fosters a number of limitations as outlined in this paper. Moreover, the prudent mariner would not place an actual
vessel in an adverse situation for the purpose of assessing cadets.
Both the part task and the full mission simulators provide a controlled learning environment for practical
shiphandling training. Lesson objectives, such as turning circle comparison or shallow water interaction, may be
isolated and studied without adverse effects of weather or current. As stated above, successful assessment testing
must be both reliable and valid. Reliable tests are defined as those that yield consistent results when repeated - the
environment which a simulator provides. The environment of a simulator is also valid, i.e., related to performance
in the real world.
Shiphandling facilitation at the USMMA adheres to the model of the learning theorist David Kolb, a proponent of
experiential learning. He advocates the learning is a multidimensional process, beginning from concrete experience,
to observation and reflection, then to the formation of abstract concepts and generalizations, to testing implications
of new concepts in new situations (Kolb, 2000) Kolb s model for experiential learning is exemplified in
shiphandling methodology at the USMMA: Concrete experience: before the shiphandling course, the midshipmen
spend several months at sea as cadets aboard merchant ships. Observation and reflection: the midshipmen are
required to submit a comprehensive sea project with respect to their individual observations. Formation ofabstract
concepts and generalizations: shiphandling class discussions combine individual observations to shiphandling
theory. Testing of implications of new concepts in new situations: validation of theories through practical
applications using a simulator and during debrief. In closing, the ancient Chinese proverb quoted at the inception of
this paper serves to reinforce the importance of the facilitation of practical shiphandling using a painted ship upon
a painted ocean :
I do, and I understand.
References
Kolb, D. University of Lethbridge, Alberta, Canada. http://home.uleth.ca, 2000.
McCal1um, M.C., MaIoney, A.L., Sandquist, T.F., Nunnenkamp, J.M., Sandberg G.R., and Smith M.W. Mariner
Qualification and Training Performance-based Test Development. Battel1e Research Center, SeattIe, 1997.
McKern R., ed. Introduction to Aristotle. Random House, New York, 1947.
Diagramsbelow correspond to TURNING CIRCLE LABORATORY (Appendix)
TURNING CIRCLE EXPERIMENT
3A. Shallow water
TURNING CIRCLE EXPERIMENT
38. Deep water
APPENDIX: Example Part task Simulation
Laboratory and Corresponding CompetencY Assessment
PortSim Laboratory: TURNING CIRCLES
OBJECTIVE: Practical application of turning circle shiphandling theory.
ASSIGNMENT: Each team will write a report about observations made during each experiment and turn in the
work by the assigned date. Each team may be required to present the results oftheir experiment to the class during
class debrief and discussion.
INSTRUCTIONS: Utilizing the PortSim part task simulator, conduct the following experiments with given conditions:
using the assigned vessels, on the grid, no wind or current, track recorder on.
Teams having laboratory the jS1 week make right turns; midshipmen having laboratOlJl the 2l/ d week make left turns.
1.
Effect of Ship s Speed on Turning Circles
A. High Speed
Using the assigned ship, steady the vessel on a course of 000° at full ahead [max ahead or 100% CPP]. Set the
SPEED AT START in the SIMULATION CONTROLS to the maximum design speed for assigned ship. After
running on a steady course for 5 cables (1/2 NM), put the rudder hard left and observe one complete turn. When
heading is 000°, stop the run, measure turning circle parameters and save all data to own disc as required.
B.
Slow Speed
Place own ship on a staJiing glid point two rows up from the bottom center of the chart. Determine slow ahead
for own ship by setting an initial speed of 30% of full (max) ahead on the SPEED AT START. Steady the vessel
on a course of 000° at slow ahead [30% CPP] on the EOT. Observe the speed of the vessel for 5 cables (1/2
NM) and check that she is not accelerating or slowing speed. If yes, adjust the initial speed accordingly. Once
own ship is on course at slow ahead, bring the rudder hard left and observe one full turn on the grid with the
track recorder on. When heading is 000°, stop the run, measure turning circle parameters and save all data to
own disc as required.
2.
Effect of Engine RPM on Rudder
Using the assigned ship in deep water, place the vessel as above and steady on a course of 000° at fu11 ahead
[100%CPP]. Set the SPEED AT START to the max ahead speed of own ship. After a run of 5 cables, give the ship
hard left rudder. When the heading is 270°, stop the engines [0% pitch]. Observe the change in turning circle diameter.
Measure and record all data to own disc.
3.
Effect of Water Depth on Drift Angle
A.
Shallow water
Using the assigned ship, steady the vessel on a course ofOOOOOat full ahead with initial speed cOlTesponding to
RPM. Set the simulation in the shallow water: determine sha110w water by adding 2-3 meters to design draft.
Water depth is set by clicking on fixed under depth in the simulation controls window. After a run of 5
cables, put the helm hard left and observe the complete turning circle.
B.
Deep Water
Repeat the above exercise given the same parameters with the simulation in deep water: lOOM.
4.
Effect of Acceleration on Turning Circle
Using the assigned ship, begin the exercise with the vessel stopped on a heading of 000° in deep water. Put the ship on
full ahead, helm hard left. Compare results to those found in 3B above.
5.
Create Own Maneuver
Given the examples in the film, texts, and class discussion, create your own experiment to substantiate shiphandling
theory. The experiment should be ShOli and simple. Consider that the maneuver may be presented in class for
discussion. DO NOT USE TUGS OR BOW THRUSTERS.
IMO/STCW Assessment Control Sheet DN460-12C
STCW Requirement
STCW Function
STCW Competence
STCW Knowledge,
Understanding and Proficiency
STew TABLE A-IIIl ( Specification of minimum standard of competence for
officers in charge of a navigational watch on ships of 500 gross tons or more. )
Navigation at the operational level.
Maneuver the ship.
Knowledge of the effects of deadweight, draught, trim, speed and under-keel clearance
on turning circles and stopping distances.
Graded practical exam in CAORF simulator or part task simulator
Assessment Method
TRB Cross-Ref. (if applicable)
Ship maneuvering 10.1.1 0.1
Bridge Watchstanding (DN460) / Meum, Sandberg, Hagedorn, C. Smith
Course/Designated Examiners
EACH OBJECTIVE MUST BE SUCCESSFULLY DEMONSTRATED
Standard
Met
Assessment Obiective
1. Candidate is able to recognize the
effects of varying draught, trim, speed,
and under-keel clearance on turning
circles and stopping distances.
Performance Measure/Standard
Test candidate shall pass a graded practical exercise using
a navigation simulator under varying conditions as
specified in the assessment objective and criteria.
Pass
Fail
Date
Minimum passing score: 70%
Comments
ASSESSMENT CRITERIA:
1. Demonstrate the
2. Demonstrate the
3. Demonstrate the
4. Demonstrate the
5. Demonstrate the
6. Demonstrate the
effects of varying water depth on turning circle diameter.
effects of speed on turning circle diameter.
effects of acceleration/deacceleration on turning circle characteristics.
change in draught and UKC during a turn.
effects of turning on speed.
effects of varying parameters on vessel stopping distances.
A midshipman who fails the practical exercise will be allowed a retake exercise at a later time. The retake has no bearing on the
midshipman s academic grade. The retake must be passed to satisfy STCW requirements.
A midshipman who fails a retake shall be referred to the Academy s Professional Review Board for further action.